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Second world war.
Medium, German Navy.
There are Type II (Type 2), Type VII (Type 7), Type IX (Type 9), as well as XXI (Type 21) and XX III (Type 23) for combat.
In Hunt Submarines 3, the Type II is an early submarine, with only 3 torpedo tubes in front and a 20mm deck cannon, which is very watery.
Type VII (Type 7) is the lead submarine, and there are also modifications of 7B and 7C, with torpedo tubes 4 in front and 1 in the rear, an 88mm deck gun and a 20mm cannon, Type IX (Type 9) is an ocean-going submarine that can reach the coast of the United States for operations and has strong firepower, torpedo tubes 4 in front and 2 in the rear, a 105mm deck gun, and an anti-aircraft modification with 2 20mm cannons and a 37mm (I can't remember here) mm anti-aircraft gun.
The above Type II, Type VII and Type IX are all traditional ship types, and the underwater speed is generally 7 8 knots, and the surface speed is 14 16 knots.
The XXI (Type 21) was an epoch-making submarine with the elimination of deck guns, but with two twin 20mm anti-aircraft guns, torpedo tubes 6 in front and 0 in the rear, as well as torpedo loaders, loading blocks, and the underwater speed exceeded the surface speed, up to a dozen knots underwater and 8 knots on the surface.
Not available in the xxiii (type 23) game.
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1. How to read the content of wireless telegraphy?
Answer: Press the "M" key and then double-click on the telegram.
2. Why is the torpedo not loaded?
A: There are several situations where it will not be reloaded.
a. If you are sailing in silence, you need to unmute it.
b. There is no one or someone in the torpedo compartment, but the green indicator bar is not more than half. (Someone needs to be let in.) )
c. The spare torpedo was outside the hull and surfaced.
How to use outboard torpedoes?
2) Similarly, the torpedo bin should be in a working state, with enough people to cut more than half of the capacity slots.
3), click the "i" key to open the ** management interface, there is a torpedo shell switch key in the upper right corner, generally open the default torpedo management interface. At this point, click on the external reserve torpedo with the mouse, and then hold down the left button to drag the torpedo to the corresponding torpedo compartment.
4) After the above work is completed, you can see that the external reserve torpedo begins to change color in the ** management interface, which means that the torpedo is moving to the corresponding torpedo compartment, and the moving time is directly related to the ability value of your torpedo compartment, when it is full, the torpedo can be transported in about 30 minutes, and if the time is not satisfied, it will be extended a lot.
5) If in the process of handling, force majeure is encountered and the interruption is caused. For example, if an aircraft or anti-submarine ship is found to have to dive to evade, etc., the torpedo handling work will be automatically interrupted. When you surface, you have to start over, and of course even if you only need to complete the move in a few seconds and end up diving halfway through, then the time is still calculated from the beginning.
3. Why isn't the torpedo?
A: a. The target distance is too close. (The fuse of the torpedo will only be opened at a distance of 300 m.) )
b. The angle of impact of the torpedo is too large or too small. (Preferably around 90°).
c. Torpedoes are duds. (Turn off the duds in realism).
4. Why can't you go up and shoot when there is a cannon?
Answer: The wind and waves are too strong, ask the navigator to report the weather, and the wind speed exceeds 6m seconds, and the cannon cannot be used.
5. Can the recommendation letter or medal be stored first and then issued later?
A: No, you cannot. 6. What is the difference between various torpedoes and shells?
Answer: The blue-headed torpedo is in a straight line, the green-headed torpedo is S-shaped, and the red-headed torpedo is the sound guide.
AA is an anti-aircraft shell, HE is a high-explosive shell, and AP is an armor-piercing shell.
7. Tell me to patrol Area 0, where is Area 0?
A: It's just a base transfer mission. Note that the port of departure is not the same as the port of call. (Not sure, because I haven't come across this yet).
8. What do the four colors mean when looking at an enemy ship from a periscope?
Answer: Green has the best attack angle, followed by yellow, then orange, and red is the worst.
9. How to distinguish between the detonation methods I and M of the torpedo?
Answer: i Strike fuse.
m Magnetic storm fuse.
10. Why can't my submarine start, and I issue an order to go to a new course or order the submarine to speed up but there is no response?
A: First of all, it must be caused by the lack of manpower or capacity in the diesel engine room or electric engine room. Go to the Damage Management interface to see the status of these chambers. If you are sailing on the surface, the diesel engine room must be more than half capable, and if you are underwater, it must be an electric engine room.
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It's best if they don't find you when the distance hits the high point, find you, you can hide when the destroyer comes, there is an emergency dive and left and right turn function buttons.
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F1: Help.
F2: Command room.
F3: Attack the periscope.
F4: Bridge.
f5: Nautical chart.
F6: Torpedo Data Computer.
F7: Crew and hull damage management.
F8: Mission briefing.
F9: Radio room.
F10: Deck gun.
F11: Anti-aircraft machine gun.
f12: Free Perspective.
Stop sailing. 1: Slow down.
2:1 3 Advance at speed.
3: Standard speed forward.
4: Full speed ahead.
5: Speeding.
6: Slow reverse.
7:1 3 Reverse speed.
8: The standard speed is reversed.
9: Emergency reversal.
Left full rudder. : Right full rudder.
Rudder back to the center. S: Floating.
D: Dive. A: Maintain depth.
p: periscope depth.
Sappable tube depth.
C: Emergency dive.
e: Urgent afloat.
Z: Quiet sailing.
R: Radio.
h: Aqua listening device.
u: Bridge observation telescope.
o: Observe the periscope.
B: Binoculars.
m: Radio information.
K: Captain's logbook.
F: Main anti-aircraft machine gun.
T: Auxiliary anti-aircraft machine gun 1
G: Auxiliary anti-aircraft machine gun 2
i: **Management.
Q: Open the selected torpedo compartment.
w: Close the selected torpedo compartment.
y: Switch torpedo tubes.
l: Lock the viewing angle.
n: User guide.
v: Increase the maximum and decrease the minimum viewing angle.
Turn off the event view.
x: Raise and lower the snorkel.
Enter: Launch the torpedo.
Space: Deck Cannon**.
page up: Raise to attack the periscope.
Page Down: Drop the attack periscope.
insert: Raise the observation periscope.
Delete: Lowers the observation periscope.
Ctrl+Page Up Page Down: Completely rises and lowers the attack periscope.
Ctrl+Insert Delete: Raise and lower the observation periscope completely.
D-pad: Move the camera.
backspace: pauses.
Keypad "-" reduces the flow of time.
Keypad "+" increases the time flow.
Shift+Mouse: Speed up the camera movement.
Ctrl+Mouse: Slows down the camera movement.
Shift+F2: Wander freely in the Command Center and Tower.
Ctrl+P: Fix the bug of the particle effect on the NVIDIA graphics cardShift+Page Up Page Down: Increase the glare reduction effect (software anti-aliasing).
Ctrl+Left Mouse Button: (on nautical charts) Concentrate the map on one point.
shift+f11: Capture the image continuously, press again to stop the capture.
Ctrl+F11: A single capture.
num lock: Start chatting and typing in multiplayer, press enter to confirm.
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